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Killzone Shadow Fall: Threading the Entity Update on PS4

On the PS3 the SPUs were too limited for doing typical entity logic (e.g. humanoids walking around and shooting), so all of our entity logic was running on a single thread. For the PS4 we adopted the
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On the PS3 the SPUs were too limited for doing typical entity logic (e.g. humanoids walking around and shooting), so all of our entity logic was running on a single thread. For the PS4 we adopted the "entity as a job" approach and developed a set of rules that entities have to adhere to. We also developed a way to validate these rules at runtime so that no race conditions occur. This presentation will also show how we spread out entity updates across frames. The resulting system has proven itself on the PS4 -- and there have been surprisingly few race conditions that were not easily caught.

5.
What is an Entity?
• Base class for most game objects
• E.g. Player, Enemy, Weapon, Door
• Not used for static world
• Has Components
• E.g. Model, Mover, Destructibility
• Update at a fixed frequency
• 15, 30, 60 Hz
• Almost everything at 15 Hz
• Player updated at higher frequency to avoid lag

6.
What is a Representation?
• Entities and Components have Representation
• Controls rendering, audio and VFX
• State is interpolated in frames where entity not updated
• Cheaper to interpolate than to update
• Introduces latency
• Always blend towards last update